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Total War: Warhammer III - Page 2

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Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
February 06 2021 20:32 GMT
#21
Its too bad that you can't play tw1 campaigns with tw2 hud
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Biff The Understudy
Profile Blog Joined February 2008
France7881 Posts
February 06 2021 20:59 GMT
#22
On February 07 2021 01:36 andrewlt wrote:
I only play on lower difficulties. I think the issue is more related to balancing higher difficulties. Both the supply line problem and the archer problem are exacerbated by the penalties the player gets and the bonuses the AI gets in higher difficulties. The supply line cost penalties in higher difficulties is just too large. And the bonuses the AI gets in melee combat are too large as well. That incentivizes players to use melee as nothing more than meat shields and rely on ranged/artillery/magic to actually do damage.

I don't have a problem with lategame doomstacks comprised of multiple categories of expensive units. It's only when those doomstacks are comprised of only 1-2 type of units that it becomes a problem. I find it tedious to have to field multiple types of units in the same category. That's just too many different types of units in a single stack. And it gets monotonous too if every stack needs to have every category of unit.


Frankly the game is soooo much more satisfying when this phoenix guard unit is reaaally special, or when chosing to include this sundragon means you will have to pass on those sweet sisters of averlorn.

Lore wise having frontline of Ironbreakers or Phoenix guards makes no sense either. They should be the pinacle of your forces, not your bread and butter frontline regulars.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
andrewlt
Profile Joined August 2009
United States7702 Posts
February 06 2021 21:10 GMT
#23
On February 07 2021 05:59 Biff The Understudy wrote:
Show nested quote +
On February 07 2021 01:36 andrewlt wrote:
I only play on lower difficulties. I think the issue is more related to balancing higher difficulties. Both the supply line problem and the archer problem are exacerbated by the penalties the player gets and the bonuses the AI gets in higher difficulties. The supply line cost penalties in higher difficulties is just too large. And the bonuses the AI gets in melee combat are too large as well. That incentivizes players to use melee as nothing more than meat shields and rely on ranged/artillery/magic to actually do damage.

I don't have a problem with lategame doomstacks comprised of multiple categories of expensive units. It's only when those doomstacks are comprised of only 1-2 type of units that it becomes a problem. I find it tedious to have to field multiple types of units in the same category. That's just too many different types of units in a single stack. And it gets monotonous too if every stack needs to have every category of unit.


Frankly the game is soooo much more satisfying when this phoenix guard unit is reaaally special, or when chosing to include this sundragon means you will have to pass on those sweet sisters of averlorn.

Lore wise having frontline of Ironbreakers or Phoenix guards makes no sense either. They should be the pinacle of your forces, not your bread and butter frontline regulars.


It's the same way with the historical games. Fielding armies purely made of samurai or knights is unrealistic too. But it's needed from a gameplay perspective.

If I'm fielding a balanced force of missile troops, cavalry, artillery, monsters, regular infantry and anti-large infantry, I don't want to have to make even further distinctions between cheap and elite units. It just feels like a micromanagement nightmare. I actually find myself ignoring regiments of renown for that reason. Or just lumping them in with similar units.
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2021-02-06 23:38:08
February 06 2021 21:58 GMT
#24
On February 07 2021 00:53 Biff The Understudy wrote:
Show nested quote +
On February 06 2021 05:30 Archeon wrote:
Thanks for the thread Manit0u.

I still think the best way to address doomstacks is simply to introduce harder counters to ranged and monsters. Apparently light cav in 3k have 50% missile resistance and archers are squishy. In TWW a lot of the archers can manfight the light cav even if the latter doesn't get turned into a needle cushion first. Monsters suffer from the same problem where they are basically uncountered by slot, if f.e. t4+ halberds could handily beat even heavy monsters in a manfight building monostacks would be a lot more dangerous. But in tww the star dragon can roast 3-4 stacks of phoenix guards before it goes down, so since the triangular balancing isn't really working mass stacks of the unit types that are powerful are simply the way to go and that's generally arty/archers/monsters.

That being said especially archers need a general nerf, they are way too strong for how much better they are on the map and unlike monsters they are cheap and don't have a reason to be that strong. Especially the fact that high tier units are barely any better at dealing with low tier archers than low tier units is pretty absurd and makes these peasant or elven archer doomstacks so tedious to deal with.

On February 06 2021 03:57 Gorsameth wrote:
On February 06 2021 03:39 hexhaven wrote:
So are Chaos Dwarfs confirmed or not? I need my hats!

Been playing Total War since Shogun, and the two Warhammers are in my opinion the peak of the series, so incredibly hyped for this one.
No they are not. But I can't see them not being in the game, even if it comes later as a DLC faction.

They have Kislev and Cathay. And the area between those 2 is home to the Ogre Kingdoms and Chaos Dwarves. They would have to bend the map into like a moon shape across the chaos wastes to not have those 2 races in the game.

And the ME map would make even less sense with a giant hole in it.

They still have the possibility to treat it like Araby and fill their spot on the map with other factions. But considering that everyone expected those two and that Araby has some thematic problems I don't really expect that to happen.

To me the problem is simpler than that. New stacks are increasingly more expensive thanks to the supply line mechanics so it makes no sense to take basic archers rather than sisters of Averlorn or spearmen rather Phoenix Guards.

It's not rock paper cissor that needs fixing, it's the supply line mechanics that makes non elite units irrelevant. Maybe unit A is twice more expensive and twice better than unit B but five stacks of unit A is muuuuuch cheaper than ten stacks of unit B, so you only ever make stacks of units A because you want to minimize your number of stacks.

Tabletop army caps solves that beautifully though. The game is really a million times better with the mod.

I agree that supply lines makes monsters a lot better, but monsters and archers beat almost all units by cost. It's removal wouldn't change how numerically busted ranged burst is and that when I build melee infantry I know that I'm building a much weaker army than I could.

Which is a shame, because there's nothing strategic about the use of archer or monster spam and every battle plays the same, while mixed infantry/cav matchups can be a lot of fun. But if supply lines weren't a thing the most efficient play would be to just get two elven t1 archer stacks instead of a SoA stack.

The main reason I only play SFO nowadays if ever, because while archers are still a threat in SFO, they don't nuke half your hp down before units engage.

@difficulty:
battle difficulty boni are dumb, but even on normal ranged spam is way superior to anything but monster spam. Bretonian peasant archers have roughly the dps of a dread saurian (the highest monster dps) and hit targets at 3/4 of their range with close to pinpoint accuracy for some reason, while the dread Saurian will miss a lot more attacks.

The difference is that on lower diffs the enemy doesn't field enough armies to be a threat, so it's easier to ignore efficiency.
low gravity, yes-yes!
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 07 2021 14:49 GMT
#25
Ranged problem can easily be solved by lowering the amount of overall ammo. There's no need for them to get 20% ammo from skills and another 20% from techs (to say nothing of master engineer bonuses). Not only is it too much for battles, but it also breaks autoresolve, pushing ranged heavy factions ahead of others.
Biff The Understudy
Profile Blog Joined February 2008
France7881 Posts
Last Edited: 2021-02-07 17:03:27
February 07 2021 15:26 GMT
#26
On February 07 2021 06:58 Archeon wrote:
Show nested quote +
On February 07 2021 00:53 Biff The Understudy wrote:
On February 06 2021 05:30 Archeon wrote:
Thanks for the thread Manit0u.

I still think the best way to address doomstacks is simply to introduce harder counters to ranged and monsters. Apparently light cav in 3k have 50% missile resistance and archers are squishy. In TWW a lot of the archers can manfight the light cav even if the latter doesn't get turned into a needle cushion first. Monsters suffer from the same problem where they are basically uncountered by slot, if f.e. t4+ halberds could handily beat even heavy monsters in a manfight building monostacks would be a lot more dangerous. But in tww the star dragon can roast 3-4 stacks of phoenix guards before it goes down, so since the triangular balancing isn't really working mass stacks of the unit types that are powerful are simply the way to go and that's generally arty/archers/monsters.

That being said especially archers need a general nerf, they are way too strong for how much better they are on the map and unlike monsters they are cheap and don't have a reason to be that strong. Especially the fact that high tier units are barely any better at dealing with low tier archers than low tier units is pretty absurd and makes these peasant or elven archer doomstacks so tedious to deal with.

On February 06 2021 03:57 Gorsameth wrote:
On February 06 2021 03:39 hexhaven wrote:
So are Chaos Dwarfs confirmed or not? I need my hats!

Been playing Total War since Shogun, and the two Warhammers are in my opinion the peak of the series, so incredibly hyped for this one.
No they are not. But I can't see them not being in the game, even if it comes later as a DLC faction.

They have Kislev and Cathay. And the area between those 2 is home to the Ogre Kingdoms and Chaos Dwarves. They would have to bend the map into like a moon shape across the chaos wastes to not have those 2 races in the game.

And the ME map would make even less sense with a giant hole in it.

They still have the possibility to treat it like Araby and fill their spot on the map with other factions. But considering that everyone expected those two and that Araby has some thematic problems I don't really expect that to happen.

To me the problem is simpler than that. New stacks are increasingly more expensive thanks to the supply line mechanics so it makes no sense to take basic archers rather than sisters of Averlorn or spearmen rather Phoenix Guards.

It's not rock paper cissor that needs fixing, it's the supply line mechanics that makes non elite units irrelevant. Maybe unit A is twice more expensive and twice better than unit B but five stacks of unit A is muuuuuch cheaper than ten stacks of unit B, so you only ever make stacks of units A because you want to minimize your number of stacks.

Tabletop army caps solves that beautifully though. The game is really a million times better with the mod.

I agree that supply lines makes monsters a lot better, but monsters and archers beat almost all units by cost. It's removal wouldn't change how numerically busted ranged burst is and that when I build melee infantry I know that I'm building a much weaker army than I could.

Which is a shame, because there's nothing strategic about the use of archer or monster spam and every battle plays the same, while mixed infantry/cav matchups can be a lot of fun. But if supply lines weren't a thing the most efficient play would be to just get two elven t1 archer stacks instead of a SoA stack.

The main reason I only play SFO nowadays if ever, because while archers are still a threat in SFO, they don't nuke half your hp down before units engage.

@difficulty:
battle difficulty boni are dumb, but even on normal ranged spam is way superior to anything but monster spam. Bretonian peasant archers have roughly the dps of a dread saurian (the highest monster dps) and hit targets at 3/4 of their range with close to pinpoint accuracy for some reason, while the dread Saurian will miss a lot more attacks.

The difference is that on lower diffs the enemy doesn't field enough armies to be a threat, so it's easier to ignore efficiency.

Yep. Again that's why i love the tabletop cap so much. Elite units are still the way to go because the supply line mechanics is in place but at the same time you can't spam them and are forced to make balanced stacks.

Also, while range are still overpowered, you still need someone to hold the line. If you invest all your rare and special unit points into ranged, your frontline will be garbage and you are gonna lose the battle anyway. Even if you nuked half the HP of those Chosen before they made contact. A quarter hp Chosen still mops the floor with those empire swordsmen.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2021-02-07 22:50:16
February 07 2021 22:25 GMT
#27
On February 07 2021 23:49 akatama wrote:
Ranged problem can easily be solved by lowering the amount of overall ammo. There's no need for them to get 20% ammo from skills and another 20% from techs (to say nothing of master engineer bonuses). Not only is it too much for battles, but it also breaks autoresolve, pushing ranged heavy factions ahead of others.

That wouldn't solve that every time you run into an t1 archer stack you loose 40% health on all troops though unless you have a bunch of superfast t4/5 monsters. I prefer walking through tons of corruption over invading Ulthuan or Athel Loren because of how strong their low tier archers are.
low gravity, yes-yes!
andrewlt
Profile Joined August 2009
United States7702 Posts
February 08 2021 01:09 GMT
#28
The melee attack/melee defense stats make higher level melee units perform better against lower level ones. Ranged, on the other hand, are equally as effective against lower tier and high tier units. I seem to recall that lower level archers are supposed to be less accurate but it doesn't feel like it in practice. Ranged seems more balanced in Three Kindgoms though that may just be me.

The natural counter to archers is cavalry. However, cavalry just feels too weak in recent games. In the WH games, I've been mostly ignoring them in favor of fast, cavalry-like monsters. It doesn't help that siege battles are just busted and cavalry are mostly useless there. That's partly why I favor heavy ranged/artillery/magic stacks.
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2021-02-08 15:06:26
February 08 2021 13:18 GMT
#29
Cav has it's own share of problems. There are a few top tier units that combine high armor with shields to make them actually somewhat sturdy against archer fire and combine shock bonus and anti-large to battle monsters, but with the exception of those 4-5 units cav is generally underwhelming.

That archers have decent hp values and sometimes even decent melee stats (orc/dwarfs/norsca/elven hybrids) and that most skirmish cav can fire while moving relegates most light cav/dogs to cleanup duty because quite often they can't fight archers or skirmishers without taking heavy losses. So ironically they are actually best combined with archers which generally suffer from the fact that all their damage gets split up fairly evenly between models and profit from a unit that can drive up losses. Also light cav is fairly good at splitting the AI apart, which again helps archers who vastly prefer taking units out one by one.

Fighting cav just falls off a cliff the moment heavier monsters hit the field and are the only somewhat expensive unit type that looses to infantry-"counters". Non-AL-Shock cav is fun to play imo, but basically only pummels infantry and as pointed out by andrewlt paying 300-400 upkeep for a slot that is useless in half the battles feels pretty bad. Much better unit type when you mod out the majority of the very tedious siege battles (which I heavily recommend).

Tbf almost all cav destroys chariots and routing units and in difference to infantry can shield backlines quite well especially if they happen to have AL, so having 1-2 cav units is quite helpful on occasion. If heavy shock cav gets to use their bonus they also deal a ton of damage. Cav unlike melee infantry can actually fulfill specific roles, but it's generally not very good at dealing with problematic units.
low gravity, yes-yes!
Latham
Profile Blog Joined May 2007
9560 Posts
Last Edited: 2021-02-08 13:55:12
February 08 2021 13:49 GMT
#30
Hmm this discussion reminds me of something... lemme dig it up... here we go:



An example of a pure ranged stack and what it can do
+ Show Spoiler +
I posted this as a semi-joke, so don't take it too seriously. Dwarves vs Skaven is already hugely in favor of Skaven and this is a multiplayer battle, not a campaign skirmish. But it's still hilarious to see how they shred the stunties.
I imagine Sisters of Avelorn &/or Waywatchers can do similar stuff, and I imagine to a much wider range of factions.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 08 2021 17:50 GMT
#31
Skaven are in a league of their own for firepower armies. Every time a Plague Priest casts a spell, all enemy units lose 10% speed and 5% vigor. Then you can spam Vermintide for a clanrat roadblock every 20 or so seconds at the low cost of 3 magic; each Plague Priest comes with 6 charges for this. On top of that you can also imbue poison on your shooters to further slow the enemy; poison stacks with Ratling's slow effect, but only if applied by another unit (imbuing poison to a unit of Ratlings will overwrite the Suppression effect). You also have the plague monk or stormvermin summon as a backup in addition to a nice stationary Vortex that can be cast on walls.

As if this was not enough, capacity for Plague Priests is very easy to get since Bell Polisher followers rain from the sky (and this is after their drop rate got nerfed). Plus you can get them in lord version so you don't have to waste a single army slot.
The Skavenblight Gouda is some strong stuff.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2592 Posts
February 08 2021 18:15 GMT
#32
In singleplayer it feels like overpowered unit types is less of a concern than the massive boost many lords get to certain units.

Sure archers are great (Teclis seaguard stack with 4 stardragons ftw) but Mazdamundi with a full temple guard stack will just roll everything with a few units for support. Same for kro-gar and saurus just that you get the ball rolling way sooner.

Even cav can be good. Reiksguard with Franz solves a lot of early game problems with their +10 vs large.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2021-02-09 00:36:21
February 09 2021 00:14 GMT
#33
Honestly I wish Lords would buff unique units more. Like even with the +10 al there's no reason to get reiksguard over demis with halberd except for the upkeep, which eventually becomes a non-factor. Even boosted temple guards are still mediocre compared to getting an actual dino army and honestly Temple guards are a totally lost unit because even if they could hold monsters off there's no backline to protect in the LM roster.

Naturally there are some that buff naturally strong units like Ikkit or Imrik (who also get earlier access), but a lot of the LLs get only slight boni and upkeep reductions to units that are either unlocked when the campaign is mostly over or that are outclassed by other picks (Malekith f.e. gets the best of both worlds). If you level your Blood kiss Lord to lvl 12 he gets bats free of upkeep, yay.

Tbf CA has been getting better at making more unique campaigns, Grom, Ikkit, Snikch, Markus Wulfhardt, TicTacToe all support unique playstyles that are quite strong. Some could maybe be a little less busted, but one of the reasons I enjoyed Grom and TicTacToe were that I could get away with building armies that would totally be crap normally.

But especially the old world Lords often feel very generic, give slight boosts to units that you won't keep for long or slap a generic -50% upkeep on heroes which doesn't really matter because by the time you can get a lot you're on average strength rank 1. So you just get what you always get and they basically are just a generic Lord that's a slightly better fighter.
low gravity, yes-yes!
Manit0u
Profile Blog Joined August 2004
Poland17238 Posts
February 09 2021 00:41 GMT
#34
Guys, can we please stick to TWW3 news and speculations? Discussions about current mechanics and design flaws should be kept in the TWW2 thread.
Time is precious. Waste it wisely.
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2021-02-09 11:46:20
February 09 2021 11:26 GMT
#35
Isn't discussing current mechanics and design flaws about what we wish for the new game? My wishlist is led by ranged nerfs and infantry buffs followed by siege rework and a rework of the chaos invasion. Would also be nice to see some reworks of hordes/resettlement ai and supply lines.
Siege rework is likely in according to GraceCA iirc, Chaos invasion too considering that there are 4 new factions for these and that we'll see some map changes.
Supply lines and horde mechanics are somewhat likely to see reworks eventually considering that CA experimented with these already in TWW2, whether we see them on release remains to be seen. I'm not holding my breath for unit type rebalancings, missile troops have only grown stronger over the course of warhammer.

Generally I enjoy Vortex ministories and custom objectives, so I hope something like that is in. Tbf that works much better with more Lords, so if they release the chaos factions with 1 each I don't mind if they don't have objectives that streamline their campaign.
low gravity, yes-yes!
CuddlyCuteKitten
Profile Joined January 2004
Sweden2592 Posts
February 09 2021 11:39 GMT
#36
I hope they change diplomacy and AI drastically. Would love to have a more complex system like EU4 for diplomacy. Also add other non combat features. Having stuff like cults, spying etc would be nice.
Just in general add more depth to the overland map.

Supply rework is also badly needed. I would like to see benefits of having more smaller armies doing stuff on their own with cheaper units.

Like armies with <5 units can be lead by heroes and have massively reduced upkeep, armies <10 units do not cause supply line effects.
Make unit tiers not affect this equally. Tier 1 units are one supply point, star dragon is 5, skaven slave is 0,1. Allow armies to merge into mega armies preventing lightning strikes but reducing move speed per turn by 20 %. Cap strikes per turn to 1. So many changes that could be good.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2021-02-09 12:34:05
February 09 2021 12:14 GMT
#37
I feel that the problem with removing supply lines is that low tier ranged is even more numerically busted than high tier ranged. Most lategame units get only one out of shields/high armor/missile resistance, so low tier archers retain most of their usefulness throughout the game. Getting t5 in more than one recruitment province is already highly inefficient, remove supply lines and there'd be no reason to grow cities whatsoever with the current balance.

That being said if it comes with a rebalancing I'm in favor of a corruption mechanic that increases general costs with number of towns instead of supply lines. But these two need to happen together imo, else it'll be like Stellaris where the first unit you get is the most cost efficient thing to spam (fixed now in Stellaris).

There's a multiplayer point limiter mod for armies that imo would go a long way to combat doomstacks. I prefer this over f.e. tabletop caps because I get the freedom to get a small elite army or a large trash one.

Map movement is btw the thing that holds the AI back the most, but since I like fighting against the odds I hope that the AI pertains some weaknesses that you can use as long as it's not super cheesy.

I'm not sure about diplomacy tbh. I don't think it's good in TWW2, but outside of how hard it is to get the small deals going with neutral factions it isn't really infuriating and I feel that a more complex diplomacy would move the focus of the game and want TWW to remain a wargame.

Agreed that cults would be cool and I really would like to see another scouting method or starts with more heroes, because especially on higher diff I have to play the start mostly blind, which is one of the more common reasons for resets. Overall corruption could be a lot more interactive and I feel that between dilemmas, undercities and heroes there are tools there to do this. F.e. you could give Chaos undercities where you go through one of the four gods to corrupt the city. Heroes could trigger corruption dilemmas if they stay within the vicinity of an undercity for say 5 turns.

The problematic part with spying/corruption is again asynchronous balance, so the AI would have to get either a very toned down version or no access to these features. Because else getting -public order events every 2 turns in your capital because there's a swarm of heroes from the 9 factions you're at war with doesn't sound like fun to me.
low gravity, yes-yes!
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 09 2021 17:43 GMT
#38
Honestly a variation of Three Kingdoms' supply system would make a lot of sense. Having friendly/allied territory resupply local armies based on province wealth or town level would stop the AI from camping with four armies all the time and would stop relentless player armies conquering towns turn after turn. It also limits stack power in a lore friendly way (imagine greenskins not being able to store too many supplies so they have to raid constantly, whereas organized factions like the HE could march on for longer). It adds another tuning knob as opposed to just income.
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2021-02-09 18:17:52
February 09 2021 18:12 GMT
#39
Sounds good to me, one thing to keep in mind is that there is a lot of seafaring, so players would need a way to fairly quickly stock up without having to fully invade Ulthuan.

If we are talking about getting other games mechanics I think that Troy's resource system has a lot of potential to limit monsters. The largest problem I have with monsters isn't that some are op, it's that they are spammable. Having a unique resource income that limits how many you can afford would imo be a great way to limit them without feeling extremely artificial or snowbally. It would also give a reason to get phoenixes over dragons f.e., which is a common problem.

Warhammer's take could be to make the upkeep based on trade resources, which would both give potentially some depth to trade agreements as well as give provinces some more situational value than just income. Some factions like Norsca could get them through regular monster hunts, which would add secondary objectives to the map.

On a side note I hope they revisit the tier system. I'd prefer cities to get build up to t3 and after that you pay growth and a lot of money for every high tier building. As a result there'd be more of decision between different building paths instead of just the question whether you want t4/t5 or not in the city.
low gravity, yes-yes!
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 09 2021 19:23 GMT
#40
Crossing the sea is too easy as is, making it a more involved affair would help water borders feel special as opposed to a short dip. Coastal regions already have ownership too based on nearby ports.

I wish they would bring Proving Grounds back for changes they consider but are not 100% sure of.

Balance aside, some stuff I would love:

1. Advanced campaign settings. Let us customize more stuff, give a bias to certain factions so it's more likely they will grow big. Different end game crises. Let us choose between several start options (different start units, a stronger starting city etc.; think back to Heroes of Might and Magic). Hell, even different rule sets, imagine if you could play Vortex on the grand campaign map as long as you select a compatible faction.

2. Points of interest on land similar to those at sea. Give us more stuff to interact with that does not involve going to war with other factions.

3. More consistency with skills and skill lines. Look at the vampire coast blue line, then look at wh1 factions. They are terrible by comparison. Look at Wight Kings or Empire Captains, then look at any lizardman hero.

4. Mounts as items you buy instead of requiring skill points.

5. An overhaul of the equipment and follower UI. The current one is terrible to manage in longer campaigns, endless scrolling through tiny windows.
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